class BDMelee_GreatSword extends BlackDeathMelee
        placeable;
	
	
	/*simulated function*/ simulated event PostBeginPlay()/*Activate()*/
	{
		super.PostBeginPlay();//Activate();
	}

DefaultProperties
{
	
	Begin Object Name=PickupMesh
		bOnlyOwnerSee=false
		CastShadow=false
		bForceDirectLightMap=true
		bCastDynamicShadow=false
		CollideActors=false
		BlockRigidBody=false
		MaxDrawDistance=6000
		bForceRefPose=1
		bUpdateSkelWhenNotRendered=false
		bIgnoreControllersWhenNotRendered=true
		bAcceptsStaticDecals=FALSE
		bAcceptsDynamicDecals=FALSE
		bAllowAmbientOcclusion=false
		MotionBlurScale=0.0
		SkeletalMesh=SkeletalMesh'BD_Weapon.Greatsword_Weapon'
		//LightEnvironment=MyLightEnvironment;
	End Object
	DroppedPickupMesh=PickupMesh
	DroppedPickupClass=class'DroppedPickup'
	
	WeaponDamage = 10; //How much damage the wepon does
	HeavyWeaponDamage = 20;

	AIRating=1.0
	
	WeaponEquipAnim=WeaponEquip
	FireAnim = VM_Stab
	MomentumScale = 10000;
	
	HolderSocket = TestHolder
	
	Begin Object Name=WeaponMesh
		SkeletalMesh=SkeletalMesh'BD_Weapon.Greatsword_Weapon'
	End Object
	Mesh=WeaponMesh
}